Cache.SOUND
  • References/Game Development/Phaser/Loader/Cache

[static] SOUND : number Source code:

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Cache#getBitmapData()
  • References/Game Development/Phaser/Loader/Cache

getBitmapData(key) → {Phaser.BitmapData}

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Cache#addBinary()
  • References/Game Development/Phaser/Loader/Cache

addBinary(key, binaryData) Add a binary object in to the cache. Parameters

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Loader#withSyncPoints()
  • References/Game Development/Phaser/Loader/Loader

withSyncPoints(callback, callbackContext) → {

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Cache.JSON
  • References/Game Development/Phaser/Loader/Cache

[static] JSON : number Source code:

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Cache#getURL()
  • References/Game Development/Phaser/Loader/Cache

getURL(url) → {object} Get a cached object by the URL.This only returns a value if you set

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Cache#removeBinary()
  • References/Game Development/Phaser/Loader/Cache

removeBinary(key) Removes a binary file from the cache. Note that this only removes it from the Phaser.Cache. If you still have

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Cache#getFrameByIndex()
  • References/Game Development/Phaser/Loader/Cache

getFrameByIndex(key, index, cache) → {Phaser

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Cache#destroy()
  • References/Game Development/Phaser/Loader/Cache

destroy() Clears the cache. Removes every local cache object reference.If an object in the cache has a destroy method

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Loader#setPreloadSprite()
  • References/Game Development/Phaser/Loader/Loader

setPreloadSprite(sprite, direction) Set a Sprite to be a "preload" sprite by passing it to this method

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